2019年5月23日 星期四

W14同是腰間盤就你最突出

Week14 課堂重點


主題:計時器(timer)


I 實作



1、下載Freeglut windows檔案解壓縮





打開projectlibglut32.a



2、鍵入基礎程式碼




3、先下載wav聲音


4、加入聲音跟計時器程式碼

#include <GL/glut.h> #include <mmsystem.h>///Now (1) #include <stdio.h>///printf() void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glutSolidTeapot( 0.3 ); glutSwapBuffers(); } void timer(int t)///NOW timer!!!! { glutTimerFunc(1000, timer, t+1 );///NOW timer!!!! 起床要播下一個鬧鐘 printf("timer(t) 的 t是 %d\n", t);///順便印一下現在的t是多少 PlaySoundA("fart.wav", NULL, SND_ASYNC);///Now (2) ///NOW timer!!!! } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500);///變大了 glutCreateWindow("week 14 timer"); glutDisplayFunc(display); glutTimerFunc(3000, timer, 0);///NOW timer!!!! glutMainLoop(); }


5、成果


II 實作


1、加入旋轉的程式如圖

#include <GL/glut.h> #include <mmsystem.h>///Now (1) float angle=0; void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); glRotatef(angle, 0,0,1); glutSolidTeapot( 0.3 ); glPopMatrix(); glutSwapBuffers(); } void timer(int t)///NOW timer!!!! { /// 1000 ms = 1 sec, 30 ms = 1/33 sec , 33 fps glutTimerFunc(30, timer, t+1 );///NOW timer!!!! 起床要播下一個鬧鐘 angle += 1; glutPostRedisplay();///系統重繪畫面 } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500);///變大了 glutCreateWindow("week 14 timer"); glutDisplayFunc(display); glutTimerFunc(3000, timer, 0);///NOW timer!!!! glutMainLoop(); }


2、成果




3、改成Translate如圖

#include <GL/glut.h> #include <mmsystem.h>///Now (1) float angle=0; float nowX=0; void display() { glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glPushMatrix(); ///glRotatef(angle, 0,0,1); glTranslatef(nowX,0,0); glutSolidTeapot( 0.3 ); glPopMatrix(); glutSwapBuffers(); } void timer(int t)///NOW timer!!!! { /// 1000 ms = 1 sec, 30 ms = 1/33 sec , 33 fps glutTimerFunc(30, timer, t+1 );///NOW timer!!!! 起床要播下一個鬧鐘 float alpha =(t%33)/33.0; nowX=alpha*1+(1-alpha)*-1; angle +=1; glutPostRedisplay();///系統重繪畫面 } int main(int argc, char**argv) { glutInit(&argc, argv); glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH); glutInitWindowSize(500,500);///變大了 glutCreateWindow("week 14 timer"); glutDisplayFunc(display); glutTimerFunc(3000, timer, 0);///NOW timer!!!! glutMainLoop(); }




4、成果







III 實作



讓data可以在自己的資料夾打開

1、在資料夾用notepade++打開cdp



.是在這個資料夾的意思



2、確認電腦使用者的名字



IV 實作


加上timer & oldangle & newangle讓動作流暢






#include <stdio.h>///NOW for fprintf()
#include <GL/glut.h>
#include "glm.h"

FILE * fout = NULL;///NOW for fprintf()
FILE * fin = NULL;///NOW for fscanf()

GLMmodel* pmodel = NULL;
GLMmodel* pmodel2 = NULL;
GLMmodel* pmodel21 = NULL;
GLMmodel* pmodel3 = NULL;
GLMmodel* pmodel31 = NULL;
GLMmodel* pmodel4 = NULL;
GLMmodel* pmodel41 = NULL;
GLMmodel* pmodel5 = NULL;
GLMmodel* pmodel51 = NULL;
const GLfloat light_ambient[] = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };
const GLfloat mat_ambient[] = { 0.7f, 0.7f, 0.7f, 1.0f };
const GLfloat mat_diffuse[] = { 0.8f, 0.8f, 0.8f, 1.0f };
const GLfloat mat_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat high_shininess[] = { 100.0f };
float oldAngle[20];///NOW4
float newAngle[20];///NOW4
float angle[20];
int angleID=1;
void display(){
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
///身體
glPushMatrix();
glTranslatef(0, 0.3,0 );
glScalef(0.5,0.5,0.5);
if (!pmodel) {
pmodel = glmReadOBJ("data/06160451.obj");
if (!pmodel) exit(0);
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
}
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
///右上臂
glPushMatrix();
glTranslatef(0.45,0.3,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[1], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.1,0 );
glScalef(1,1,1);
glRotatef(angle[2], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.45,0.3,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[3], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.1,0 );
glScalef(1,1,1);
glRotatef(angle[4], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(0.2,-1.05,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[5], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.2,0 );
glScalef(1,1,1);
glRotatef(angle[6], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPushMatrix();
glTranslatef(-0.2,-1.05,0 );
glScalef(0.5,0.5,0.5);
glRotatef(angle[7], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPushMatrix();
glTranslatef(0,-1.2,0 );
glScalef(1,1,1);
glRotatef(angle[8], 0,0,1);
glTranslatef(0,-0.7, 0);
if (!pmodel2) {
pmodel2 = glmReadOBJ("data/123.obj");
if (!pmodel2) exit(0);
glmUnitize(pmodel2);
glmFacetNormals(pmodel2);
glmVertexNormals(pmodel2, 90.0);
}
glmDraw(pmodel2, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glPopMatrix();
glPopMatrix();
glutSwapBuffers();
}
int oldX=0;
void mouse(int button, int state, int x, int y)///NOW2
{
oldX = x;
}
#include <stdio.h>
void motion(int x, int y)
{
angle[angleID] += x-oldX;
oldX = x;
for(int i=0;i<20;i++){
printf(" %.2f ", angle[i]);
}
printf("\n");
display();
///motion裡面,就不要再存檔了.... (第13週一直存,但現在不要存,才不會亂亂的)
}
void timer(int t)///NOW4
{///NOW4
glutTimerFunc(33, timer, t+1);///NOW4 變快了... 撥好下一個timer的時間.... 等一下它會醒來
if(t%30==0){///關鍵的時間 每過1秒,讀新的 ///NOW4
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW4
for(int i=0; i<20; i++){///NOW4
oldAngle[i] = newAngle[i];///NOW4 原本的新的,就變舊的
fscanf(fin, "%f", &newAngle[i]);///NOW4 再從檔案,讀入新的
}///NOW2
}
float alpha= (t%30)/30.0;///NOW4 算出alpha值 0.0 ... 1.0
for(int i=0; i<20; i++){///NOW4 20個關節角度
angle[i] = alpha * newAngle[i] + (1-alpha) * oldAngle[i];///NOW4 都要做內插
}
glutPostRedisplay();///NOW4 重畫畫面
}
void keyboard(unsigned char key, int x, int y)
{
if(key=='1') angleID=1;
if(key=='2') angleID=2;
if(key=='3') angleID=3;
if(key=='4') angleID=4;
if(key=='5') angleID=5;
if(key=='6') angleID=6;
if(key=='7') angleID=7;
if(key=='8') angleID=8;
if(key=='w'){///只有按下'w'才存1組動作 (1行)
if(fout==NULL) fout=fopen("motion.txt", "w+");///NOW
for(int i=0; i<20; i++){///NOW
fprintf(fout, " %.1f ", angle[i]);///NOW
}///NOW
fprintf(fout, "\n");///NOW
}///NOW
if(key=='r'){///NOW2
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW2
for(int i=0; i<20; i++){///NOW2
fscanf(fin, "%f", &angle[i]);///NOW2
}///NOW2
}
if(key=='p' || key=='t'){///NOW3 Play!!!!!!! timer 叫起來
glutTimerFunc(500, timer, 0);///NOW3 撥好第1個timer的時間.... 等一下它會醒來
if(fin==NULL) fin=fopen("motion.txt", "r");///NOW3
for(int i=0; i<20; i++){///NOW3
fscanf(fin, "%f", &newAngle[i]);///NOW4
}///NOW2
}
glutPostRedisplay();///NOW2 重畫畫面
}
int main(int argc,char**argv){
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_DEPTH);
glutCreateWindow("Week06");
glutDisplayFunc(display);
glutIdleFunc(display);
glClearColor(1,1,1,1);
glCullFace(GL_BACK);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_LIGHT0);
glEnable(GL_NORMALIZE);
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
glLightfv(GL_LIGHT0, GL_AMBIENT, light_ambient);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_diffuse);
glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_DIFFUSE, mat_diffuse);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialfv(GL_FRONT, GL_SHININESS, high_shininess);
glutKeyboardFunc(keyboard);///NOW3
glutMouseFunc(mouse);///NOW2
glutMotionFunc(motion);///NOW2
glutDisplayFunc(display);
glutMainLoop();
}



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